This thread is to promote the new Wololo Kingdoms DE mod.There have been some posts about it back when we were starting to work on it but now I can say it's in a very complete state.
This mod implements balance changes, new technologies and civilizations that came with Definitive Edition. All is done within the limitations of the user patch Wololo Kingdoms runs on so you'll find several differences, specially on the new civilizations.
Central Asia architecture with Steppe Lancers, Kipchaks, Keshiks and Flaming Camels.
Slavic architecture with Leitis, Konniks and a Krepost.
You can queue technologies togeter with units.
Fishermen can drop food at Docks. Khmer farmers don't need drop sites.
Discussion about the civilizations bonuses that replace those that can not be implemented is welcomed, specially for the Tatars. Here is a list of the most notable changes:
- Lithuanians I couldn't make the relic bonus work: the game applies its effect without considering the number of relics and it can not be deactivated when the player loses the relics, this is probably due to modifications on the user patch beyond my knowledge. Instead, I've implemented the following bonus: Knights and Leitis gain +1/+2 attack in Castle/Imperial Age, provided they have built a Monastery. I believe this bonus keeps the spirit of the one it replaces and is somewhat similar in strength.
- Tatars I could not implement the elevation bonus so I've implemented the following: Cavalry archers deal more damage to units with low pirce armor (less than 4). This is done to approximate the elevation bonus for cavalry archers without breaking them against skirmishers. The full list of changes is too large to fit in the civilization description so I've written a document explaining in detail the changes implemented and their reasoning, you can download it in the mod's page.
- The longer lasting sheeps for the Tatars could not be implemented either. I tried to adapt the Mayan or Malay bonuses but they can not be applied to sheeps only. In the end I adapted the Inca bonus to Start with 2 cows. In a normal map with 8 sheeps, 50% more food on them equals 400 more food. Two cows equal 300 food and, given the fact that they are in the town center and found right away, I consider it a good compromise.
- Keshik The gold generation ability could not be implented. I thought about giving them some other ability but they are already good at raiding and can hold against heavy cavalry. In the end, they return 5 gold (6 on elite) when they die, similar to Sarracen monks.